TS

Updates & Patch Notes

Latest Trials Survivors patch notes: 0.1.8.9 Ailment Power & card tuning, 0.1.8.8 DPS meter, Endless rework, Sword Fall, Codex, Purification Well, and gameplay videos.

Updates & Patch Notes

Angry Wisp targets patches every ~2 weeks during Early Access. Below is the confirmed update history through Live Update 0.1.8.9 (August 10, 2026).

Update Schedule & Roadmap

The two-person team ships frequent balance patches and periodic content drops. Steam Community Announcements and the official Discord are authoritative. Near-term focus: performance under extreme spell load, poison physical spells, new class + constellation, more trials, Endless leaderboard, then relic passives (0.2) and eventually co-op before 1.0.

Official Early Access Roadmap

Published June 29, 2026. Angry Wisp anticipates at least one year of Early Access with content roughly tripling by 1.0. Use this checklist to understand what already shipped versus what is still ahead.

  • 0.1.7 Endless Endgame — infinite spell scaling focus, Black Hole, endgame layouts; difficulty leaderboards still pending after balance work.
  • 0.1.8 Content & Codex — Hub Codex, Sword Fall, Lifesteal, Purification Well, Endless rework, DPS meter, Ailment Power (shipped through 0.1.8.9).
  • 0.1.9 QoL & Accessibility — bug fixes, accessibility settings, and broader hardware optimization (next major QoL lane).
  • 0.2 Relic System & Progression — relic passives with conditions, high-rarity collections, new events and spells, high-relic-count balance.
  • Major EA drops afterward — more constellations, classes (ideally one per constellation), 3+ biomes, monsters, events, bosses/skins research; co-op is the final major EA feature before 1.0.
0.1.8.9 August 10, 2026

New Event, Ailment Power & Card Value Tuning

  • Ailment Power added to the upgrade pool; Ailment Stack cards (Ignite / Shock / Bleed / Chill) are now rarer
  • Item Quantity gains on cards reduced (previous values were too high)
  • Rare rarity tier removed from card rolls
  • Epic card value range changed from 7.5%–15% to 5%–8.5%
  • Legendary card value range changed from 17.5%–25% to 10%–15%
  • New mid-run event plus a new monster variation
  • Resume / Quit Game now show a short explanation banner
  • Larger UI text and controls across submenus and stat displays (Steam Deck readability)
  • DPS meter values corrected
  • Spell projectile shadows restored while Skill Opacity is active
  • Full projectile circles no longer change cast behavior when gaining even more projectiles
  • Surrender XP distribution fixed; Magic Bolt of Nova and Crescendo Wave of Healing card values fixed
  • Potential performance boost in specific dense scenarios
0.1.8.8 August 1, 2026

Bug Fixes and DPS Meter

  • Added toggleable damage / DPS meter in the settings menu
  • Save and quit now works correctly on the first run
  • Soulwell monster count in Endless fixed
  • Damage-over-time display corrected on quality upgrades
  • Constellation re-roll respects already-owned patrons first
  • Menu wording: “Quit” replaced by localized “Back”
  • Dev note: a post-round total damage breakdown will likely replace the live meter later
0.1.8.7 July 29, 2026

Endless Mode Rework & Frost Ball of Galaxy

  • Endless Mode only accessible on Unfair+ and Incremental difficulties
  • Difficulty increases every 5 floors; those floors are Survival Trials lasting 2 minutes
  • Monster density +30%; default elites 3→5 (scale to 6 by level end)
  • Monster Health is always one of the two Endless card stats — builds eventually face stronger enemies
  • Floor skipping removed for smoother, meaningful challenge
  • Frost Ball of Galaxy fully reworked — stronger while keeping the same fantasy
  • Constellation re-roll rules improved when the spell bar is full
  • Skill descriptions shown in blue; Ignite / Bleed damage descriptions added
  • Codex entry display on cards; spell card stats ordered consistently
  • Fixed double-scaling DoT and mismatched skill colors
0.1.8.3 July 18, 2026

Skill Opacity and Purification Well

  • Skill Opacity setting (Options menu or I / O keys)
  • GPU / OS-based upscaling support for slight performance gains
  • New trial: Purification Well — stay near the well while killing to convert souls into XP
  • Incremental difficulty past Unfair+ now uses full Unfair→Unfair+ stat jumps each +1
  • Monsters gain 1% Slow Resistance per slow stack applied
  • Contagious Spread of Nature buffed (damage, chain chance, infinite-chain threshold)
  • Fixed Firestorm of Apocalypse and Sword Fall dealing 0 damage
  • Lava Rift of Bloom minimum cooldown capped at 3.5s; mines bounce off walls correctly
  • Roadmap note: poison physical spells + new class/constellation in development; Endless leaderboard later
0.1.8.1 July 2026

Lifesteal & Cleansing Fire Balance

  • Cleansing Fire base Fire Damage capped vs player HP investment (Power evolution up to 75)
  • Lifesteal regen on elite kills 5→2.5; normal kills 0.25→0.125
  • Fixed multilingual new-spell descriptions and Exterminate elite count UI
  • Interlaced Shot projectile damage consistency fix
  • Dev note: two new trial types incoming
0.1.8.0 July 2026

Sword Fall, Codex & Underused Spell Buffs

  • New Libra spell: Sword Fall
  • Hub Codex tracks spells and evolutions (unlock on first pick)
  • Lifesteal reworked to kill-triggered regen; Lifesteal relic enables the mechanic
  • Broad buffs to Aqua Nova, Blessed Bell, Chain Lightning, Cross Judgment, Culling Shot, Interlaced Shot, Explosive Mine, Firestorm, Cluster Grenades, Herald of Thunder, Ice Storm
  • Cleansing Fire of Power no longer deals % current health damage
  • Linear XP requirements past level 150 for reachable late-game leveling
  • Monster card Health / Damage slight buffs
0.1.7.6 July 2026

Incremental Difficulty & Endless Balancing

  • Incremental / scalable difficulty after clearing Unfair+ (+1, +2, +3…)
  • Frost Ball of Stone reworked — three salvos in 60° cone, triple projectiles
  • End-of-level chest and elite loot always auto-collected
  • Endless XP curve steeper past level 100; Incremental monster stat scaling from floor 60
  • Class default damage becomes a multiplier; damage-multiplier skill cards removed from pool
0.1.7.4 July 2026

Endless Mode, Constellation Ban & Black Hole

  • Endless Mode: floors are trials (Extermination / Survival / Escort / Ritual); Monster Cards buff enemies; optional multi-floor skips (later removed in 0.1.8.7)
  • Constellation Ban — spend 3 Fate Dice to ban a constellation with no owned spells
  • New Gemini spell: Black Hole with 3 evolutions (wall-passing multi-element gravity well)
  • Escort rework — 90s cumulative proximity for max reward; +100% escort XP
  • Default Fate Dice 3→5; elite innate slow resistance; bleed DoT retuned
  • Full keyboard control; larger readable cards; click-to-attack toggle; remove-all-relics button
0.1.6 June 2026

QoL, New Evolutions & In-Game Save

  • Stat menu to inspect spell interactions and player stats
  • Auto-save — leave mid-run and resume
  • Input remapping; game credits for the two-person team
  • Additional unique spell evolutions and crash / UI fixes
0.1.0 June 8, 2026

Early Access Launch

  • 5 playable classes with unique starter spells and manual-aim primaries
  • 7 constellation patrons shaping spell pools and upgrade direction
  • 95 spell evolutions across multiple categories
  • 2 biomes at launch with expanding map roster
  • Relic merchant (fox NPC) with permanent meta-progression
  • Trial types: Survival, Extermination, Escort, Totem / Ritual challenges
  • Escalating difficulty settings with no level cap

Gameplay Videos

Watch official trailers and community gameplay covering Early Access launch, Endless Mode, Black Hole, desert frost runs, and secret fusion hunts.

Angry Wisp — Official press / launch trailer — best first look at the cosmic Survivor-like fantasy.
OHRye — Hands-on with Endless Mode and the Gemini Black Hole spell — Contagious Spread and Interlace often out-DPS the hole itself.
OHRye — Frost-focused class unlock run against the tougher desert biome; Ice Storm and Aqua Ball evolutions in focus.
Community — Showcase of high-density horde clearing and evolution chaining in Early Access.
OHRye — Secret fusion evolutions with Fate Dice re-rolls on very hard difficulty.
OHRye — Community hunt for hidden fusion evolutions — Fate Dice strategy and deep meta grinding.
Joe — Hard difficulty desert climb with permanent meta relic discussion — useful for Hub progression planning.
Ash — Approachable elemental / fire-path overview for players still learning constellation choices.
Max Dixon — Full gameplay review covering classes, constellations, and spell evolutions at Early Access launch.
Steam — Honest Early Access review: is the chaotic gameplay worth it, or is it still too rough? Covers core loop and build variety.
Community — Accessible new-player overview — what to expect, how builds scale, and why the cosmic horde fantasy works.
OHRye — Community showcase of a busted build path in Trials Survivors — extreme synergy reveals how powerful certain evolutions become.